Lands the non-networked Phase 0 tasks from multiplayer-todo.md (ship/camera/
arena refactors, sim constants, background FPS handling) plus a first pass
at exposing graphics/performance settings (presets, resolution scaling,
vsync, FPS cap, perf overlay) and a GPU profiling harness for the
real-hardware follow-up in task 0.15b.
hud_gauge, hud_attitude_indicator, and hud_heading_tape now skip
queue_redraw() when the newly-lerped value hasn't moved past a small
epsilon, instead of redrawing every frame forever. Angle-wrapping
values (heading, attitude roll) use a new shared angle_delta_deg
helper on HudInstrument so the wrap boundary doesn't read as a false
jump.
HUD.tscn's Instruments node now sets process_mode = 1 (PAUSABLE),
overriding the inherited ALWAYS mode from the HUD root so instruments
stop processing during the post-match pause freeze, while sibling
ResultOverlay keeps running its win-screen tween.
Arenas inherit from a new arena_base.tscn instead of restating ~40 shared
lines each; only sky/ambient/glow/tint/decoration vary, exposed via new
Arena exports since nested Environment properties aren't overridable
through scene inheritance. Bot construction and score-keeping move onto
GameMode, shared by match and spectate modes while preserving their
differing GameSettings-override behavior and the HUD's score-row
duck-typing. HUD instruments share a HudInstrument base for the
smoothing-weight calc and angle-lerp helper. Also dedupes
MAIN_MENU_SCENE_PATH into ScenePaths and documents why DIFFICULTIES
tiers share one checkpoint.